Let's progress technology together!
Version 0.1
This page used to double as the game design document.
What is SIM.COMPUTER?
SIM.COMPUTER is a web-based semi-realistic 2D single player construction and management simulation game where users manage resources to build solutions to presented problems. We expect users to recreate exisiting popular technology and other items through history. But we also want to foster the ability to experiement and possibly create and test future technologies and ideas.What is a simulation game?
"A simulation video game describes a diverse super-category of video games, generally designed to closely simulate aspects of a real or fictional reality. A simulation game attempts to copy various activities from real life in the form of a game for various purposes such as training, analysis, or prediction. Usually there are no strictly defined goals in the game, with players instead allowed to freely control a character.[1] Well-known examples are war games, business games, and role play simulation." from wikipedia: https://en.wikipedia.org/wiki/Simulation_video_gameTools
There are 4 classes on tools. Each will have a cost.Connectors
- Wire
Input
- Switch
- Photo Sensor
- Magnetic Tape/Disk
- RAM (S/D/?)
Processing
- AND
- OR
- NOT
Output
- Punch/Ink Dot
- Light/7 segment display
- Magnetic Tape/Disk
- RAM (S/D/?)
Game Sequence
A player will be present with a problem defined as a set batch or continuous stream of information to be processed. The player will also be given a resource budget and a time budget in which to solve the problem.Game Aesthetics Priorties
- Discovery
- Game as uncharted territory
- Challenge
- Game as obstacle course
- Expression
- Game as self-discovery
Reference
Target Audience
Unisex tinkerers from the ages of 5 to 75.Marketplaces
I may put it on kongregate. Are there any other web-based platforms?Cost
I expect the game to be free to play and supported by advertisingGame Atmosphere
No music, unless I can convince Jill to kick down some tunes.Game Play
Modes
- Process mode
- Build processes at a high level to solve problems
- Component modes
- Individual component specializations and tasks
- Logic Unit
- individual CPU units
- CPU
- General dispatch management
- Storage
- Memory, temporary and long term storage scenarios (including controllers)
- Input
- Input devices: mice/keyboard/joystick/scanner/sensors
- Output
- Output devices: Video
- Communication
- Modems, Radios, etc
- Peripherals
- Printers, Sound card
- Software
- Operating system, Machine Language, Assembly
Winning/Losing Conditions
You win when your design met the conditions set forth in the task. You may (optimize or) modify a design while the task is running, however on a successful run, your final redesign will be locked and re-evaluated to make sure the design meets requirements all the way from beginng to end. If you fail to met the requirements, you're allow to reset with a fresh slate or keep the existing components. Bought components can be sold at any time for full paid price.Ending
The game has no end. You can continue to refine. You're free to change tasks.Game Elements
Each component will cost money, and have a processing delay. Component libraries and reuse should allow users to choose at what level they build: the micro or macro. Also users should be able to share their design that other users can import into their projects.Key Features
Number of Levels
I hope to start small and add more and more levels/tasks until satsified or user-content-generation is possible.Estimate Gameplaytime
I hope the tasks take between 30 minutes up to 2 hours for more complicated tasks.Replayabilty
Only if you find resource management fun will you be driven to replay. Also if you like recreating things from the real world in the virtual world it'll be fun too. Depth of complexity will offer infinite fun and replayability.Online activities
The initial development will not focus on online activities. Only after the core game is complete that we will include more traditional online interactions and a 1st party community platform.Technical Documentation
Game Flow Charts
Task => Build => Test => RepeatUser Interface
Tool palette on left, unless on mobile then I may move it to the top. 2D scrollable map area.Controller Scheme
2D Cursor style UIHUD
Will show tasks status, timer and resource levels.Player View
TBDGame Architecture
- Title Screen
- Options Screen
- Game Modes
- End Screen